PIER 7 · TIDE +2.4m · SIGNAL-RANGE 14nm · MOORING 88%

Every signal
finds its shore.

JETTYSNOOK is a harbor-works atelier where games are assembled from salvaged hulls, lighthouse-beams, and the long patience of the tide. We don't rush; we wait for the right current. Each title is a lantern thrown across dark water — growing brighter as it travels, until it reaches the far shore and lights something there that wasn't lit before.

7Pier Number
14nmSignal Range
88%Mooring
∞Tide-Cycles
⚓
Moored Works

Interaction as Signal

01
Lantern · Beam

The Far-Lit Buoy

A solitary-lantern puzzle where each solved riddle sends a beam further across the water. The light reveals new moorings, new docks, new harbors that weren't there in the dark. The win condition is a chain of beacons stretching to the horizon — a lighthouse-road no one else could see until you lit the first one.

Medium
Lighthouse-Beam
Range
Horizon+
Follow the beam →
02
Fog · Multiplayer

Salt-Air Drift

A fog-bound gathering where players navigate by sound alone. Bells, horns, and hull-echoes guide you through a harbor that reshapes itself with every tide. The win condition is finding another player in the fog — and realizing the fog was the point all along; it's the only way to truly hear each other.

Navigation
Sound-Only
Discovery
Through Fog
Listen through →
03
Hull · Salvage

The Long Tide-Return

A slow-game of salvage and repair. Players recover wrecked vessels from the deep and rebuild them plank by plank. Each restored hull carries a story from its previous life; each story changes how the new ship sails. The win condition is a fleet so storied that the harbor itself becomes a library of every voyage ever taken.

Mechanic
Plank-by-Plank
Legacy
Fleet-Library
Salvage deeper →
04
Magnum · Opus

JETTYSNOOK: The Harbor That Remembers

Our magnum opus: a harbor that records every player who ever docked. The water holds their echoes; the pilings hold their marks; the fog holds their voices. The interaction is the return; the win condition is coming back after years away and finding the harbor still knows your name. The signal always reaches shore.

Memory
Every Voyage
Return
Always Known
Return home →
⚒
Terminal Dossier

The Patient Truth

JETTYSNOOK occupies Pier 7, a weathered shipping-terminal at the edge of a gray-green sea. Seven harbor-hands work the docks in shifts timed to the tide, each one a specialist in salvage, signal, or slow-construction. We don't use engines; we use winches, pulleys, and the pull of the moon. The screen is the water; the game is the signal that travels across it.

A game begins as a hull-fragment washed up in a storm — a shape that suggests a story. We drag it from the surf, repair what's broken, and launch it back out with a lantern on its bow. The interaction is the casting; the win condition is the moment the signal reaches the far shore and lights something there. If the tide takes it, the harbor remembers. The sea provides the wreck; the hand provides the repair. The lantern provides the way.

The atelier keeps one rule from the First Mooring: *a game that cannot wait for the tide is not worth launching*. The mark is a rust-stamp in oxidized-teal, pressed into the hull once per voyage. The pier provides the patience; the signal provides the reach. The harbor provides the truth.

07Harbor-Hands
14nmSignal Range
∞Tide-Cycles
☸
Harbor-Hands

Those Who Wait

Hand J-1
J

Jetty Prime

Master of the First Mooring

Tied the first knot in '08. Builder of The Far-Lit Buoy. Claims the harbor-whistle at 4am carries messages from players who haven't been born yet. His hands are stained with rust and salt; he can tie a bowline in total darkness. Sleeps in the pilot-house, listening to the fog-horns.

Hand S-2
S

Signal Voss

Mistress of the Fog-Bell

Tends the signal-lanterns that guide every game to shore. Guides Salt-Air Drift. Refuses to use electric-lights — "the fog needs warm flame; cold LEDs pass through without touching it." Her coat pockets are always full of wax and wick-trimming.

Hand N-3
N

Nook Keeper

Keeper of the Salvage-Yard

Maintains the deep-water graveyard where wrecked games go to be reborn. Oversees The Long Tide-Return. Says every hull has a second life waiting in its grain; you just have to listen to the wood. He can identify a ship's origin by the taste of its rust.

⚐
Signal-Cast

Cast a Signal

The harbor
hears every cast.
Pier Address JETTYSNOOK Atelier
Pier 7, Shipping-Terminal
Harbor District, Dock-Row 14
NL-1970 AD IJmuiden, Netherlands
Signal-Line +31 255 000 0144
(Lantern-uplink, high-tide)
Transmission Window High-Tide to Next High
Signals carried on current
Reply on next tide-turn